Book picks similar to
Eurogames: The Design, Culture and Play of Modern European Board Games by Stewart Woods
games
non-fiction
game-design
nonfiction
3 x Carlin: An Orgy of George
George Carlin - 2006
Includes Brain Droppings, Napalm and Silly Putty, and When Will Jesus Bring the Pork Chops? For four decades, George Carlin has been one of America's favorite comics, known as much for his willingness to take on taboo subjects as for his absurdist wordplay. As an author, he has proved equally popular: With combined sales of more than two million copies, Carlin's three books of razor-sharp and hilarious observations have topped bestseller lists nationwide. Now, for the first time as an ebook, Hachette Books proudly collects all three volumes--When Will Jesus Bring the Pork Chops?, Napalm and Silly Putty, and Brain Droppings--into one hilarious omnibus.
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
Lizzie Stark - 2012
A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
Sly Flourish's Dungeon Master Tips
Michael E. Shea - 2010
You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.
Why Talking Is Not Enough: Eight Loving Actions That Will Transform Your Marriage
Susan Page - 2006
This method shows you the magic of "Keep your mouth out of it!" Page's pioneering eight-step program invites you to give up problem solving and move directly to a warmer, more loving and fun relationship, based on universal spiritual principles. In this book you will learn how to transform your relationship into a Spiritual Partnership by adopting these Eight Loving Actions:Adopt a Spirit of Good Will Give Up Problem Solving Act as If Practice Restraint Balance Giving and Taking Act on Your Own Practice Acceptance Practice Compassion
Software Requirements 3
Karl Wiegers - 1999
Two leaders in the requirements community have teamed up to deliver a contemporary set of practices covering the full range of requirements development and management activities on software projects. Describes practical, effective, field-tested techniques for managing the requirements engineering process from end to end. Provides examples demonstrating how requirements "good practices" can lead to fewer change requests, higher customer satisfaction, and lower development costs. Fully updated with contemporary examples and many new practices and techniques. Describes how to apply effective requirements practices to agile projects and numerous other special project situations. Targeted to business analysts, developers, project managers, and other software project stakeholders who have a general understanding of the software development process. Shares the insights gleaned from the authors' extensive experience delivering hundreds of software-requirements training courses, presentations, and webinars.New chapters are included on specifying data requirements, writing high-quality functional requirements, and requirements reuse. Considerable depth has been added on business requirements, elicitation techniques, and nonfunctional requirements. In addition, new chapters recommend effective requirements practices for various special project situations, including enhancement and replacement, packaged solutions, outsourced, business process automation, analytics and reporting, and embedded and other real-time systems projects.
Wayfinding: The Science and Mystery of How Humans Navigate the World
M.R. O'Connor - 2019
Biologists have been trying to solve the mystery of how organisms have the ability to migrate and orient with such precision—especially since our own adventurous ancestors spread across the world without maps or instruments. O'Connor goes to the Arctic, the Australian bush, and the South Pacific to talk to masters of their environment who seek to preserve their traditions at a time when anyone can use a GPS to navigate.O'Connor explores the neurological basis of spatial orientation within the hippocampus. Without it, people inhabit a dream state, becoming amnesiacs incapable of finding their way, recalling the past, or imagining the future. Studies have shown that the more we exercise our cognitive mapping skills, the greater the grey matter and health of our hippocampus. O'Connor talks to scientists studying how atrophy in the hippocampus is associated with afflictions such as impaired memory, dementia, Alzheimer's Disease, depression, and PTSD.Wayfinding is a captivating book that charts how our species' profound capacity for exploration, memory, and storytelling results in topophilia, the love of place.
See You at the Campground: A Guide to Discovering Community, Connection, and a Happier Family in the Great Outdoors
Stephanie Puglisi - 2020
Whether you're new to camping or a seasoned pro, hit the road with Stephanie and Jeremy, hosts of the popular The RV Atlas podcast, as they show you the different ways that camping can lead to a happier, healthier family. From hiking with infants to navigating RV camping in state parks and camping in national parks—these outdoor lovers have tried it all, and See You at the Campground is a beautifully illustrated camping book for adults packed with personal anecdotes, packing lists, site recommendations, and recipes that will help you create a one-of-a-kind vacation on a family-friendly budget.Tips include: Reasons camping vacations are better Buying an RV Trip planning tips Road trip tips Campground etiquette Camping with family and friends National park adventuresThe perfect resource for parents—and a great gift for campers at any level—this is the ultimate family vacation book to bring the family closer every time you set up camp—whether it's in a cabin, tent, or RV.
The (Un)official Teacher's Manual: What They Don't Teach You in Training
Omar Akbar - 2017
Many of the difficulties however, are not in the classroom... In The (Un)official Teacher's Manual, Omar Akbar offers direct, humorous and accessible advice on how to deal with the daily issues faced by a teacher- none of which involve teaching! Includes guidance on: lesson observations, emails, promotions, avoiding meaningless extra work, meetings, parents, maintaining a work-life balance, dealing with workplace bullying, and much more. While Omar pulls no punches on the reality of working in a school, a positive streak is maintained throughout. A must read for any teacher or potential teacher. - - - - - - - - - - - - - - Contents: Introduction: Why This Book Was Written 1. How to Get the Most from Observations, Learning Walks, and Book Scrutinies 2. The Don’ts of the School Email System 3. How to Get Promoted and Other Things to Consider 4. How and When to Say No and Yes 5. The Dos and Don’ts of Meetings 6. How to Get Parents on Your Side 7. Guidance for Trainee Teachers 8. Ensuring a Life-Work Balance 9. Bullying: the Problem and the Solution 10. How to Get the Teaching Job You Want 11. Maintaining Good Relationships 12. Why It’s All Worth It
Your Brain: The Missing Manual
Matthew MacDonald - 2008
More and more people -- Baby Boomers and information workers in particular -- are becoming concerned about their gray matter's ability to function, and with good reason. As this sensible and entertaining guide points out, your brain is easily your most important possession. It deserves proper upkeep.Your Brain: The Missing Manual is a practical look at how to get the most out of your brain -- not just how the brain works, but how you can use it more effectively. What makes this book different than the average self-help guide is that it's grounded in current neuroscience. You get a quick tour of several aspects of the brain, complete with useful advice about:Brain Food: The right fuel for the brain and how the brain commands hunger (including an explanation of the different chemicals that control appetite and cravings)Sleep: The sleep cycle and circadian rhythm, and how to get a good night's sleep (or do the best you can without it)Memory: Techniques for improving your recallReason: Learning to defeat common sense; logical fallacies (including tactics for winning arguments); and good reasons for bad prejudicesCreativity and Problem-Solving: Brainstorming tips and thinking not outside the box, but about the box -- in other words, find the assumptions that limit your ideas so you can break through themUnderstanding Other People's Brains: The battle of the sexes and babies developing brainsLearn about the built-in circuitry that makes office politics seem like a life-or-death struggle, causes you to toss important facts out of your memory if they're not emotionally charged, and encourages you to eat huge amounts of high-calorie snacks. With Your Brain: The Missing Manual you'll discover that, sometimes, you can learn to compensate for your brain or work around its limitations -- or at least to accept its eccentricities. Exploring your brain is the greatest adventure and biggest mystery you'll ever face. This guide has exactly the advice you need.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Striped Pears and Polka Dots: The Art of Being Happy
Kirsten Sevig - 2018
She paints rainbow-colored rooftops, striped pears, birds in hats, teacups, cats, and more—all drawn to bring joy to anyone who views them. When the weather is rainy and gray, Sevig paints herself some sunshine. When she feels sad, she paints something colorful to cheer herself up; when anxious, something soothing and repetitive; when overwhelmed, she makes a series of small decisions about what to put on the page and begins to feel empowered.In Striped Pears and Polka Dots, Sevig invites readers into her cozy, sunny world of snail mail, patterned socks and knitted sweaters, ice cream and flaky croissants, and dachshunds in sweaters. This perfect gift book will inspire readers to look around and notice all the little happy-makers that surround them in their daily lives.
The Noble Approach: Maurice Noble and the Zen of Animation Design
Tod Polson - 2013
Revered throughout the animation world, his work serves as a foundation and reference point for the current generation of animators, story artists, and designers. Written by Noble's longtime friend and colleague Tod Polson and based on the draft manuscript Noble worked on in the years before his death, this illuminating book passes on his approach to animation design from concept to final frame, illustrated with sketches and stunning original artwork spanning the full breadth of his career.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.